Magical Musket Deck #756471 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Fiendsmith Engraver x3, Kumongous, the Sticky String Kaiju x3, Magical Musketeer Caspar x3. Created Sep 26, 2026 by YGO Mod.

Deck Magical Musket OCG

Created by: YGO Mod (20517634)

Created On: 09/26/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 20, 2026
30± 8/ 100
Power Score
Structural 40
Reliability 35
Going First 40
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 40
Going First 40
Going Second 50
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 8 violation(s).

Identity & game plan

  • Win condition: Link and Fusion boards built from Magical Musket and Fiendsmith starters, closed by Link Monsters and Fiendsmith's Desirae; Unchained and From the Underworld Link Monsters as extra pressure after disruption
  • Turn 1 (going first): Open a Magical Musket or Fiendsmith starter, search or recycle a second starter, then Link Summon a board with Magical Musket Max or Fiendsmith's Agnumday (Inferred, low reliability on 5-card hands)
  • Turn 2 (going second): Use the 15 hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Droll, Evenly Matched, Infinite Impermanence) to break the opponent's engine, then rebuild through Mulcharmy draw effects (Inferred)
  • Recovery: Mulcharmy Fuwalos and Purulia draw on opponent summons; Fiendsmith's Tract and Engraver recover one starter each (Inferred)
  • After siding: No Side Deck is registered, so there is no post-side plan; the list cannot adapt between games

Why it scores here

The deck is Illegal in OCG: four cards are Forbidden and four more exceed their copy limits, so it receives a capped theoretical score rather than a normal contextual score. Structurally it is a Toolbox/Midrange list that spreads across Magical Musket, Fiendsmith, Mulcharmy, Unchained and Kaiju, with only 18.6% exact-archetype purity. Its strongest read is interaction, with 15 hand traps and 17 negation-text cards giving about 0.87 probability of at least one hand trap in a 6-card going-second hand (Inferred). Its weakest reads are the starter probability of about 0.25 per 3-copy starter in a 5-card opening hand, the absence of recorded combos, and the absence of a Side Deck. The score is built from the system's consistency, interaction, and recovery, not from averaging card scores or from the archetype's popularity.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(≥1 of a 3-copy starter in 5 cards) ≈ 0.25; archetype core group P(≥1 in hand 5) ≈ 0.87 is a proxy only (Inferred)
D2 Opening-Hand Quality & Brick Management 35 Many off-archetype and tech slots (57 off-archetype copies, 23 tech) imply frequent dead draws; no brick rate is measured (Inferred)
D3 Combo Conversion & Ceiling 30 No parseable combos exist; ceiling is a text-only read of Link and Fusion lines (Inferred)
D4 Combo Floor & Median Output 25 No recorded boards, so floor and median are unknown and scored low for lack of evidence (Inferred)
D5 Interruption Resilience & Route Redundancy 40 15 hand traps and Mulcharmy draw effects give some interruption redundancy, but starters are thin (Inferred)
D6 Resource Economy, Recovery & Grind 45 Mulcharmy draw and Fiendsmith recovery give moderate grind; the resource signature is not measured (Inferred)
D7 End-Board & Interaction Quality 60 Interaction density is high: 17 negation-text and 18 removal-text cards with 15 hand traps (Inferred semantic read from card text)
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap coverage ≈ 0.87 and Forbidden board-breakers are removed, so the score is moderate (Inferred)
D9 Offensive Pressure & Closing Power 40 Link and Synchro closers exist, but no end-board ATK or pressure data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 Main cards include 22 Level-0 Spell/Trap slots and 23 tech cards, so the list is bloated and coherence is low (Verified composition, Inferred effect)
D11 Extra Deck Efficiency & Coverage 35 Extra Deck has 15 cards with 10 Links, but two Forbidden Extra Deck cards are present, which reduces its legal coverage (Verified)
D12 Side Deck Adaptability 5 No Side Deck is registered (side_count 0), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample exists, so matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Three-stage lines with triple-copy starters and many hand-trap timing decisions are moderately demanding (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 40, Going First ≈ 40, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist_and_copy_limit_exposure (-9). Final formula: Illegal cap: theoretical structural-only. Structural 40 (Toolbox weights) → 0.80*40 + 0.20*35 = 39, then banlist/copy-limit modifier −9 → 30

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense hand-trap and negation suite (15 hand traps, 17 negation-text cards)
  • Mulcharmy draw engine punishes summons
  • Multiple Link and Fusion closers in the Extra Deck

Weaknesses

  • Illegal in OCG: 4 Forbidden and 4 over-limit cards
  • Low exact-archetype purity (18.6%) across Musket, Fiendsmith, Mulcharmy, Unchained, Kaiju
  • No Side Deck, so no post-side adaptation
  • Triple-copy starters with a 0.25 opening-hand probability

Critical choke points

  • Starter access: each 3-copy starter has roughly a 25% chance in a 5-card opening hand
  • Fiendsmith Engraver and Tract are the only recovery for the Fiendsmith line, and each is limited to 1 legal copy
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent, Aerial Eater, D/D/D Wave High King Caesar Legal, non-Forbidden replacements within the Musket or Fiendsmith core Forbidden cards make the list illegal; removing them is required before any normal score can apply
2 1 Ash Blossom & Joyous Spring, 2 Fiendsmith Engraver, 1 Droll & Lock Bird, 1 Fiendsmith's Tract (to legal limits) Legal copies or replacements Copy-limit violations are the second illegality
3 Off-archetype tech slots (e.g., Raigeki, Lightning Storm) A Side Deck of 10–15 cards Gives the list post-side adaptability (D12 is currently 5)

Evidence & confidence

  • Verified: Legality: Illegal (4 Forbidden, 4 over-limit copies); Main 55, Extra 15, Side 0 (size rules satisfied); Archetype purity 18.6%
  • Inferred: Starter access and hand-trap probabilities from hypergeometric tables; Interaction density from card text; Going-first and going-second plans
  • Provisional: Matchup and format fit (no tournament or dated meta data); Meta Power (null)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied deck title is null

More OCG Info

Magical Musket

Magical Musket Breakdown

 
 

 

 

 

 

 

 
 

 

 
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